On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
Adaptive Δ-causality control with adaptive dead-reckoning in networked games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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This paper assesses QoE (Quality of Experience) of output quality and interactivity in a networked air hockey game with haptic media. For consistency and causality, we employ the adaptive Δ-causality control scheme with adaptive dead-reckoning. We clarify the influence of network delay on QoE.